sgn15's Recent Forum Activity

  • Some of my big graphics sprites are not showing properly in layout. They only show around half of it while the other half is blank. It still works correctly in the game. It's just that I can't visualize it in the layout view so I have difficulty positioning other objects in relation to its position.

    I have an updated graphics card driver. (or at least I think).

    What is the source of this problem?

  • Most likely your file is just too old. Something has probably been updated/changed since you last made that file. Have you downloaded the latest update?

    Oh, yeah that is definitely true. I last used version 200 and now the latest stable version (which I downloaded) is 227. So what changes do I need to make? about graphics? or events? or what other aspects?

    I already changed some minor stuff (like positions of objects in layout) then resaved in this C2v227 I have right now but it still doesn't load the preview on my phone.

    edit:

    It only works on Firefox among the browser preview options.... if that helps.

    Also works in NWJS preview.

  • So I have been away from C2 for more than a year, I came back.

    I still have my old capx file, so I tried the LAN preview tutorial by Ashley and all but it didn't work for my old file. The preview on my smartphone is blank.

    I tried to open a new blank file and it loaded the preview smoothly.

    I just want to ask what other factors (from a file to file basis) can affect whether it loads successfully on LAN preview or not?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I am not that familiar with both 8 direction and Line of sight behaviors, so I can't really give you good tips that are specific to those behaviors.

    Edit:

    just checked and tried 8 direction on a blank file. It seems it has same aspects as platform behavior. You can change the max speed, acceleration, vectors using events. So you can actually have walk and run (just code them with different moving speeds). I assumed your question was about moving speed? As for the "jerking motion', not sure what you meant. You also have to adjust the angle of the enemy if they are already being hindered by a solid object (not sure how 8 direction works against solid), but the logic is to adjust the angle they are facing so they can continue moving instead of keeping walking against a wall (like a real person walking against a real wall). If solids don't hinder 8 directions from moving, then no issues at all.

    made a simple image

    http://s13.postimg.org/9hvgjtkef/image.png

    there are lots of combinations for moving for 8 directions.

    Imagine the gray areas are roads

    red are sensors (can be 1 object or different objects per direction)

    arrows are all the possibilities for AI

    You can also use timer (time how long it will keep walking in that direction) then when timer ends, set AI to 0 then randomize AI value (like in my tutorial, but base it on how many possible values for AI you use, or randomize just the 4 basic directions). If you don't want timer, alternative is use every x seconds and add 1 to an instance variable, then when said variable = value, set AI to 0. But really I would prefer timer since you wouldn't want to waste a variable when timer behavior is already there for that purpose.

  • CurioJoe

    Ok. It's a different kind of game altogether from what I was expecting, but I will try to give my initial thoughts on it.

    Create sensor objects (which will be invisible) and place them in the intersections. You can make 4 different sensor objects for 4 directions.

    For example:

    enemy IS overlapping sensor_up

    enemy IS overlapping sensor_down

    enemy NOT overlapping sensor_left

    enemy NOT overlapping sensor_right

    For Each: enemy

    -> stop moving (use a variable to control AI)

    enemy IS overlapping sensor_up

    enemy NOT overlapping sensor_down

    enemy NOT overlapping sensor_left

    enemy NOT overlapping sensor_right

    For Each: enemy

    -> move up (using 8 direction movement)

    enemy IS overlapping sensor_up

    enemy NOT overlapping sensor_down

    enemy NOT overlapping sensor_left

    enemy IS overlapping sensor_right

    For Each: enemy

    -> move diagonal up right (using 8 direction movement)

    and so on, this way, you can create different variations of movement directions (remember, you are using 8 directions, so there are lots of possible movements than just simple left and right in my tutorial). You will still follow the same general logic/idea I used in my tutorial (which is using an instance variable for AI). It would still do you good help to still give it a good read or study my file, it's pretty simple).

    Use FOR EACH: enemy to make each enemy behave independently. This way, you have enemies moving in different directions (like patrolling the streets) when you are not in their sight. Then either use Line of Sight behavior or calculate the distance (there is an expression for distance) between you and each enemy to determine if they will chase you, attack you or keep patrolling.

    Now for attacks, if you have contact (punches, kicks) and long-range (bullets), you have to further divide the AI, enemies shoot you when you are within a range, they punch you when you are directly beside them. Again, I used the same logic in my tutorial (even if it is for sideview platformer) although I haven't updated my tutorial yet with coding attacks.

    To make the AI a little unpredictable, add SYSTEM: Random(1) <= 0.25 meaning it will be 25% chance of happening. It is also in my tutorial file.

    Good luck.

  • this might help

    https://www.scirra.com/tutorials/1320/p ... enemies-ai

    if your game is for 4 directions, up, down, left and right and jump (jump is separate from up) then this tutorial needs a little tweaking for your game since it has 2 more directions for movement (up and down) that weren't taken into account for this tutorial. But concept is still the same.

  • Anyone?

  • https://www.scirra.com/manual/97/jump-thru

    [quote:12rli3h7]Note the Jump-thru behavior does not support slopes. Any slopes in your game should use the Solid behavior instead.

    Is there a way to work around this?

    EDIT:

    Or. . .

    Can anyone please teach how to program an object as a sloped floor without using BOTH solid/jump thru behaviors?

    This is for platformer type game

  • Use random expression for the X position

  • korbaach

    It's actually for a fighting game. When player1's attack hitbox punches player2, I can use player1 spawn spark at imagepoint 1 but I would prefer the spark to be spawn anywhere in the area where hitbox is overlapping player2.

    In your example, sometimes the explosion is not spawned in the overlapping area. Is there really no definite way of doing it? I mean a definite absolute way of determining the overlapping area?

  • I still have problems over this

    Anyway, it still won't preview over any usual browser (Chrome, Firefox, Opera, Maxthon) and I keep searching, downloading and installing other browsers until I find a browser called K-Meleon.

    I want to ask:

    1. How to increase FPS of K-Meleon preview? I tried debug preview and I saw it has like only 10 FPS???

    2. Sometimes the preview completes loading in 1 sec and sometimes it takes a full minute ? What determines loading of preview?

  • I'm not sure what you want. You used the browser object's fullscreen action but you didn't like it or it doesn't work? Note there are several options when fullscreening your game (letterbox scale, integer letterbox scale, etc.)

sgn15's avatar

sgn15

Member since 20 Sep, 2013

None one is following sgn15 yet!

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

14/44
How to earn trophies